Ship/Vehicle/Droid Repair: Within the command room of a Factory/Shipyard.

There must be sufficient Raw Materials to Repair. See Repair: Raw Materials.

For Ship/Vehicle/Droid repair the Station/Facility must have enough slots available.

The Person starting Repair must be either the Owner, Commander or Pilot of the damaged entity.

The Entity being repaired must not be engaged in another action.

The Entity being repaired must not be in production.

The Entity being repaired must not be a wreck.

All ships may be repaired in shipyard space stations (see Stations Rules) if the ship is the length of
the station or smaller (doesn't apply to stations 3km or larger). Factories and factory stations are
limited to ships less than 80 metres in length. All Boats and Submarines are repaired in Naval Shipyard
facilities. All other ships, vehicles and droids are repaired in factories or factory stations.

Repairing damaged entities requires a mixture of time, resources and workers. Before a Person can start repair, they need to ensure that they have provided for all the necessary conditions. Once repair has begun, the Person may leave and go about their business as usual, without needing to constantly monitor the progress of the action. Once a repair job has been completed, the Person who started the event will be sent a message to inform them that the action has been completed.

1.4.1/ Slots

Each Station or Factory, in addition to size limitations, also have a slot limitation of 12. Slots represent how many repair utilities the entity has to repair damaged entities with. Each ship/vehicle or droid takes up a certain amount of slots depending on its class, and once an entities slots have been exhausted, it can no longer repair additional entities.

The owner, commander or pilot of the entity being repaired may elect to abort repair at any point without any time delay. Aborting will return unused materials to the facility or station and repair the entity up to the point that was reached in the repair process. e.g. If the repair process reached 25% then 25% of the damage will be repaired and 75% of the materials will be returned. If the materials exceed the Weight/Volume Capacity of the entity the materials that did not fit will be lost.

Ionic capacitance recharges from damage every hour at a rate of 2% of the maximum capacitance.

Example

If maximum ionic capacitance is 1000, 2% of 1000 is 20 points. Therefore, the capacitance will recharge at the rate of 20 points of ionic capacitance per hour.

Maximum Ionic Damage: When a station/ship/vehicle receives damage that lowers the ionic capacitance below zero, the ionic capacitance can go into the negatives up to equal the maximum ionic capacitance.

Example

A ship with 1000 ionic capacitance can receive damage up to -1000 ionic capacitance.

Immobilization: A station/ship/vehicle that receives damage that makes the ionic capacitance go below zero becomes immobilized, and all systems become non-functional.

Example

A ship with a maximum ionic capacitance of 1000 receives 1056 points of ionic damage. The ship's ionic capacitance is then -56, making the ship immobile and all systems non-functional until the ionic damage dissipates.

Destruction: If a station/ship/vehicle receives more damage than beyond double the maximum ionic capacitance, it is destroyed due to all systems being damaged beyond repair.

Example

A ship with a maximum ionic capacitance of 1000 receives 2056 points of ionic damage. The ship's ionic capacitance is then 56 points beyond the maximum of 2000 points allowed. All systems are damaged beyond repair and the ship is destroyed.